Unity Auto Setup

It’s the collider manager script, if Magica Cloth is enabled but only for the hair, it gets stuck in a loop looking for the cloth colliders.

If you enable Magica cloth physics as well as hair physics (even if there isn’t any cloth physics) it should fix it. Or you can just remove the Collider manager script from the prefab.

Thank you very much victor!

Did you mean these strands? Isn’t that CC doesn’t support alembic hair?

I’m trying to make the hair move naturally according to the character’s movements, but I’m having trouble. Does anyone have a solution? Please, it’s important to me.

Does the latest version work with CC5’s new features?

Hopefully support continues for Unity?

I found that Magica Cloth 2 does a very nice job with hair, and SoupDay’s setup tools have the option (under features) to set up all the colliders you need for Magica Cloth 2 - very natural - and i found much higher performance than the unity cloth solution.

Still working on it.

HDRP is more or less done, URP is mostly done, but probably done enough for now. Not started on Built-in/3D yet. Across the different versions and pipelines there’s well over 200 shaders to bring up to date. So there’s still a lot to test and what ever else I’ve forgot about.



I think I might do a pre-release of HDRP/URP soon to see how it goes.

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Looking great and looking forward to see more CC5 content in Unity!

If you’re planning on any kind of pre-release, I’ll definitely volunteer to test it :slight_smile:

CC/iC Unity Tools 2.1.0 (Pre-release)

Direct Download Links:

:arrow_down_small: Download CC/iC Unity Pipeline Plugin 2.1.0 - for Character Creator / iClone
:arrow_down_small: Download CC/iC Unity Tools 2.1.0 - for Unity 2020.3 - 6000.2

Changelog

2.1.0

  • Shader update for CC5 HD characters.
    • Eye shader updates
    • Skin shader updates:
      • Cavity maps.
      • Displacement maps.
      • Wrinkle displacement maps.
      • Wrinkle system update.
  • DataLink
    • Uses the ‘CCIC Unity Pipeline Plugin’ (GitHub - soupday/CCIC-Unity-Pipeline-Plugin: CC5 / CC4 / iC8 plugin for Unity pipline.) for both Character Creator (versions 4 & 5) and iClone.
    • Allows the direct import of Characters, props cameras, lights and full iClone scenes into a Unity project with a single button click.
    • All exports can automatically be placed directly into a Unity scene and added to a Unity Timeline to allow direct replication of an iClone scene in Unity.
    • Animated cameras (positions, camera tracking and switching [using the switcher track], depth of field, focus distance) and lights (positions, color, intensity, ranges, angles and activation state) can also be automatically set up in a Unity Timeline.
    • Datalink is not limited to a local machine, a remote host using iClone/Character Creator can be connected to (Unity 2021 and above).
  • TBD:
    • URP Anisotropic hair.
    • Tessellation shaders for URP (Skin only for now)
    • Retarget expressions to/from CC5 HD profile.
    • Simultaneous datalink connection to Character Creator and iClone.
    • Sending meshes from the Unity scene to iClone to aid scene specific animation.

This is a pre-release, there’s still work to be done, but the main framework is in place and should just need updating.

Shader Updates:

  • Custom shader’s have received significant changes, which means they were largely incompatible with previously generated materials, so the new shaders do not have the same GUID’s as the old.
  • Legacy shader packages have been added to maintain compatibilty with older generated materials, but these are installed by default and need to be installed separately:
    • This is a button on the Upgrade panel (Menu > Reallusion > Check for Updates) to install Legacy shaders for the current Unity version and pipeline.
  • Wrinkle map system uses textures arrays to significantly reduce texture slots, which should resolve many texture index errors.
  • Skin shaders use texture packing where possible to reduce texture load and optimize texture sampling.
  • URP: Phasing out non-tessellation Amplify shaders as they cause too many incompatibility problems in URP.
  • Built-in / 3D Pipeline uses Amplify shaders exclusively, though certain effects (SSS) have been reworked so as not to break compatability with deferred rendering.

HDRP and 3D are essentially feature complete. URP still needs some work. Tessellation in URP is only acheivable using the Amplify shaders and so far this has only been completed on only the skin shaders.

Let me know if tessellation support for the other custom shaders in URP becomes urgent.

Full displacement is supported also displacement + bump mapping (as shader features in the material inspector).
Real time wrinkle map displacement maps are also supported (as a shader feature that needs to be enabled by hand in the material inspector), but keep in mind it is very expensive to process.

Unity Pipeline Plugin

Much like the Blender pipeline, the Unity pipeline now has a plugin for Character Creator (4 & 5) and iClone 8. Unity can connect back to CC/iC and receive instructions directly.

There is a simple installer.bat script to install the plugin automatically into CC 4 & 5 and iClone 8.

Though it’s reduced in scope, this plugin can be used to send characters, props, lights and camera’s to Unity in the same way as the Blender pipeline:

  • As well as just transferring directly into the project, characters, props, lights and camera’s can be added to a Timeline object in the scene with full animation setup.
  • Subsequent motion exports will add motions to characters & props and replace their animations on the Timeline (if present in the scene).
  • There is full light and camera support, including depth of field. Though implementation of these varies significantly across the versions and pipelines, so keep an eye out for obvious errors.
  • Matching the exact visual environment is not currently possible as the iClone API is not completely enough to supply all the information needed to recreated it, and even then Unity’s lighting environment doesn’t behave in the same way.
  • So setting up the environment / skybox is largely up to you.

A warning about HD characters:

SubD level 2, HD characters are very heavy to process. Two subdivisions means 16x the vertices, and 350+ blend shapes compared to the older 140, means these characters require 40x the processing: They are slow to import and they need a lot of memory to process. You will likely need at least 64GB of memory to import these characters into Unity safely.

Later versions of Unity (6000.0+) are much better at processing HD characters.

Once they have completed importing they are quite efficient to use, but the intial import needs a lot of memory.

As a rule, try not to send HD characters with animations attached. Send the motions separately as large motions on an HD character mesh take forever to process.

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Installation Instructions:

Test #1 Gibro4K:

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Hi, using Unity Datalink 2.1 and getting this:


Picture 1 is in Unity and picture 2 in cc5 . How can i prevent this ? Thank you .

Use Delete Hidden Faces in the export options,.

Will try , thank you for this great tool .

Hi, can`t get this to work . If i select “Delete Hidden Faces” in the export window and close it then reopen it , the setting is gone . Is it not possible to save the export settings ? Thank you .

Thank you so much for this Tool ! I think it improves the workflow to Unity over CC4.

Depends on how you’re exporting.

If you’re manually exporting from the file menu or using the plugin’s file export function, then just check the delete hidden faces before exporting.

If you’re using the DataLink Send function, then you need to set the preferences for that in the DataLink Send Settings: Menu > Plugins > Unity Pipeline > Settings, or click the gear icon in the Unity plugin toolbar:

Hi , as i wrote i am using Datalink 2.1 and with your second tip it is working now perfectly . Many Thanks .

Hi, I have a CC4 character that I’m using in Unity 6000.2.1f1 with the latest CC/iC importer 2.1.0. Everything looks great in the Unity Editor using URP, but I’m trying to build for WebGPU (which I know is experimental in Unity currently) and it almost works - except that the skin is not being rendered (which isn’t ideal). Eyes, mouth, clothes and hair all render perfectly, but not the character’s skin. The only error I get in the Edge browser console is “CreateRenderPipeline Validation Error”. I also tried using the baked materials, but got the same problem - no skin. Can anyone help?

What should I do to change character costumes after importing CC5 into Unity??? How to integrate the skinnedmesh combine plugin?